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Author Topic: Brawlbox Resources & History  (Read 4508351 times)
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    « Reply #2100 on: July 12, 2011, 04:34:55 PM »


    PAT0 regulates how stage/character icons and preview pictures are linked.

    Example of PAT0 editing:
    <a href="http://www.youtube.com/watch?v=-GtSpTQk0nk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=-GtSpTQk0nk</a>
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    « Reply #2101 on: July 12, 2011, 04:41:58 PM »


    PAT0 is also used for sprite models (example: the turtles and crabs in the Mario Bros. stage, the flags in the background in Castle Siege (that one has 8000 entries O_O))
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    « Reply #2102 on: July 12, 2011, 05:39:32 PM »


    PAT0 regulates how stage/character icons and preview pictures are linked.

    Example of PAT0 editing:
    http://www.youtube.com/watch?v=-GtSpTQk0nk


    Ah, i c. So basically the CSS Organizer controls/edits PAT0 files?
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    « Reply #2103 on: July 12, 2011, 05:43:26 PM »


    No, PAT0 controls the actual icon pictures and with what ID it should load.
    The CSS Organizer just reorganizes there position.
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    « Reply #2104 on: July 12, 2011, 05:57:12 PM »


    No, PAT0 controls the actual icon pictures and with what ID it should load.
    The CSS Organizer just reorganizes there position.


    Oh, ok. I think i get it now.

    Hey, does this look like i rigged it right to you?

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    « Reply #2105 on: July 12, 2011, 05:59:15 PM »


    Oh, ok. I think i get it now.

    Hey, does this look like i rigged it right to you?




    Did you actually rig it with the skin modifier or just drag the bones to fit into the mesh?
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    « Reply #2106 on: July 12, 2011, 06:09:06 PM »


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    « Reply #2107 on: July 12, 2011, 07:04:18 PM »


    Your better of asking Justin712, since he said the way I rigged it wasn't good.

    Was it rigged? When I got it all of the bones were on the skin modifier but all of the influences were set to 0. Was this just a problem with the import or did you not notice when ya got it? That'd probably explain why you didn't see the model section in the DAE file.

    On that note, Justin712, can you help me out here?

    A rigging tutorial you say? I might be able to do that.
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    « Reply #2108 on: July 12, 2011, 07:17:22 PM »


    A rigging tutorial you say? I might be able to do that.

    That'd be awesome dude! Thanx.Hopefully you can Awesome Face
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    « Reply #2109 on: July 12, 2011, 07:26:47 PM »


    That'd be awesome dude! Thanx.Hopefully you can Awesome Face

    Okay, but I'm warning you ahead of time - rigging is not for the faint of heart Laugh
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    « Reply #2110 on: July 12, 2011, 07:33:46 PM »


    Okay, but I'm warning you ahead of time - rigging is not for the faint of heart Laugh

    lol, yea, i just finished fitting them into the mesh after like 3 hours of work....lol
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    « Reply #2111 on: July 12, 2011, 07:58:03 PM »


    Was it rigged? When I got it all of the bones were on the skin modifier but all of the influences were set to 0. Was this just a problem with the import or did you not notice when ya got it? That'd probably explain why you didn't see the model section in the DAE file.

    I had it rigged, unless this isn't called rigged:
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    « Reply #2112 on: July 12, 2011, 08:04:01 PM »


    @BlackJack
    """Because the translations that actually change as the animation progresses, like TransN, aren't fixed using that method"""

    they are very less characters that have a translation change during the Animation, plus the transN doesnt let the mesh to stretch


    He built off of 4.2 so it's 4.2 with added stuff. So I don't see how it could be better.

    this statement is wrong. 4.2 got things that this brawlbox doesnt have. you can increasse the values by pressing shift+the arrow keys by 1 and just with arrows 0.1 and it renders it in real time. you dont need to press enter all the time.

    """Plus, 4.2 lags when you play an animation.This version doesn't.One of the few things 4.2 does better right now is PAT0 editing though."""

    well I downloaded a programm called appbooster. So that fixes the laggs and it plays at brawl speed. so I dont have that Problem.


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    « Reply #2113 on: July 12, 2011, 08:09:18 PM »


    I had it rigged, unless this isn't called rigged:

    That's odd, that looks pretty well done. What format did I import it with again? Was it a max file?

    And your model still didn't export right as a DAE? How does something like that happen?

    Edit: OH! Man I'm dumb. Oddly enough, the first thing I tried to move were the fingers and I just assumed the entire thing wasn't rigged. You sir have my humblest apologies.  Awesome Face

    I'll post a picture of it with your rig too. Maybe that rotation problem will be gone.
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    « Reply #2114 on: July 12, 2011, 08:18:50 PM »


    That's odd, that looks pretty well done. What format did I import it with again? Was it a max file?

    And your model still didn't export right as a DAE? How does something like that happen?

    Edit: OH! Man I'm dumb. Oddly enough, the first thing I tried to move were the fingers and I just assumed the entire thing wasn't rigged. You sir have my humblest apologies.  Awesome Face

    I'll post a picture of it with your rig too. Maybe that rotation problem will be gone?
    what are you exporting from??

    if blender, what version??
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